﻿using System.Collections.Generic;
using UnityEngine;

public abstract class PropertyCamera : ITransform, IComponent {
	// === Public =====================================================================================================
	#region ITransform
	public Vector3 Position { get; set; }
	public Quaternion Rotation { get; set; }
	public Vector3 Scale { get; set; }
	#endregion

	#region IComponent
	public List<string> Components { get; set; }
	#endregion

	public bool IsOrthoGraphic;
	public float OrthoGraphicSize;
	public float NearClipPlane;
	public float FarClipPlane;

	// === Protected ==================================================================================================
	protected PropertyCamera() {
		Position = new Vector3(0, 20, 0);
		Rotation = Quaternion.Euler(new Vector3(90, 0, 0));
		Scale = Vector3.one;
		NearClipPlane = 0.3f;
		FarClipPlane = 100f;
		Components = new List<string>();
	}
}